I would like to know, what is the maximum poly count, that UE4 can handle with? Also, is it possible for UE4 to process map with 2x4 km2? Me and my team are planning to develop a game with gameplay similar to S.T.A.L.K.E.R, so streaming levels and huge environments are the main requirements for us.
I would like to know, what is the maximum poly count, that UE4 can handle with? Also, is it possible for UE4 to process map with 2x4 km2? Me and my team are planning to develop a game with gameplay similar to S.T.A.L.K.E.R, so streaming levels and huge environments are the main requirements for us.
With all respect
Are you going to port Stalker Lost Alpha onto Unreal 4 or a new game?
-culling
-good LOD’s
-low poly meshes
-a well planned map
-foliage tool culling
Those points are pretty important to create an open world
I hear a lot, but what is a well planned map?
And by low poly meshes I guess you mean design a zone type system where when a player gets closer it loads higher polys etc to optimize systems? What do you mean by well planned map though?
No, that with loading more pollygons is called LOD. Things to design are for example: forests, mountains. Anything that blocks the view well, so you can stream them in only when seeable. For example in skyrim you can see a lot of mountains used.
And by low poly meshes I guess you mean design a zone type system where when a player gets closer it loads higher polys etc to optimize systems?
Not exactly. That what you are talking about are LOD’s. I really mean low poly meshes. e.g trees with under 2000 tris in LOD0
[QUOTE=;105863]
What do you mean by well planned map though?
When you have a wide view so that you can nearly see over the entire map the fps rate will drop. Now when you place a hill/mountain/… between wide view and the player you will get a better fps rate and you can even cull your meshes
In terms of making low Tri polys for trees while retaining the view of quality I thought about these ways:
High quality textures
Good shader/lighting
Particle densities around air to make the “atmosphere” slightly visible and dense to give the visual quality that we have in the real world rather than make it seem empty, I think adds a lot to quality of scenery.
[QUOTE=;105878]
That would be good to know Haven’t used speedtree in the UE4 yet -> just used it in UDK and there the performance wasn’t so good
The quality of the speedtrees?
Dang well I am mistaken, I thought speedtree was optimized and the top software for generating trees. Are there other softwares/plugins to produce a large amount of trees/vegetation without having to pay thousands to individually model/optimize them?
[QUOTE=;105879]
Dang well I am mistaken, I thought speedtree was optimized and the top software for generating trees. Are there other softwares/plugins to produce a large amount of trees/vegetation without having to pay thousands to individually model/optimize them?
I just said that the performance in UDK wasn’t so good ^^ -> I would wait until somebody that have already used SpeedTree in the UE4 replied to the thread
[QUOTE=;105880]
I just said that the performance in UDK wasn’t so good ^^ -> I would wait until somebody that have already used SpeedTree in the UE4 replied to the thread
But here is another tree generator:
They seem very very low quality, in the distance they would be fine but to get the level of vegetation that is shown in games like Assassins creed which is top notch dynamic responsive vegetation is tough.
Any clues on how to get something as close as possible? I always aim very high
Unlike UDK’s speedtrees, UE4’s speedtrees are just static meshes. Wind is handled with the shader but i dont think the performance cost would be too different than a handmade tree.
Unlike UDK’s speedtrees, UE4’s speedtrees are just static meshes. Wind is handled with the shader but i dont think the performance cost would be too different than a handmade tree.
Sorry not sure I understand, for UE4, I didn’t mean the wind part, that’s built into UE4 and can be done with blueprints no?
What I was wondering is how to achieve top quality in vegetation, to try to reach the type of terrain quality shown in the video I posted?